-
Posts
73 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Store
Downloads
Blogs
Events
Posts posted by Gumbalina
-
-
In that case I'd add the mighty mushroom to that as well. Pretty great to kill off a big unit which could be an issue for this list.
- 1
-
3 hours ago, polishsausage said:
so I guess madcap to fill the list for nightshroud + squig lure T1
otherwise 2x boxes of hoppers and 2x boxes of manglers and just build them duplicateI'm thinking the madcap shaman will be the better default shaman as cheaper, access to artefacts and can still double cast spells.
I'm currently working on my list which will be as follows.
Loonking 260pts
Loonboss on giant squig 110pts
Madcap shaman moppit 80pts
60 stabba, 9 nets, poking spears 360pts
6 squig herds 70pts
6 squig herds 70pts
15 squig hoppers 270pts
15 squig hoppers 270pts
15 boinggrot knights 300pts
5 sneaky smugglers 70pts
Squig stampede 90pts
1950pts
-
3 minutes ago, michu said:
You can also use wolf riders if you have already gitmob grots.
Then the issue is what to use as the arachnarok ?
-
42 minutes ago, ChatBatFun said:
Just bring squigs
This. If you can modify your squig hoppers to have bows, add the boing grot lances and maybe convert up a rabies type effect on the squigs as well as put them on the bigger base the spider fang come on. Then I doubt it will be an issue.
I'm not sure what I want to do for my 2000pt army. There is alot to choose from
-
2 hours ago, Malakree said:
You aren't telling me that you're sad you don't have to waste 240 points on the Goblapalooza for your Squigswarm. That's almost another Manglerboss on it's own!
It is a mangler squig though but you get the loonboss and change if you take the goblinpalooza
-
17 minutes ago, Ekrund Oath Splitters said:
I like them, they are like bonesplitta orruks with their 2 wounds so lets compare them!
10 squigs and 2 herders is 140pts for 24 wounds with a 6+ save
10 Savage Orruks are 120pts for 20 wounds and a 6+ save (5+ in combat)
The squigs will each have 2 attacks 4+ 3+ rend 1 to the orruks 1 attack 4+ 3+ with no rend. They both move 5 but the orruks get +2 to charges whilst the squigs get to reroll runs and charges. The orruks have 2 (4 whilst in combat) more bravery than the squigs but you want them to run away and trigger there mortal wounds on 4+. For every 2 squigs that run away your getting a cheeky little arcane bolt haha! So 23.3333pts for each MW dealt but if your really lucky and both trigger the MW thats 11.6666pts per MW dealt.
The other benefit of squig herds are there small starting size, 6 models that are easy to hide for 70pts is very good if you need to just fill out battleline slots where as with the orruks you need more just so they are effective on the board.
The last benefit of squigs is the potential to run and charge when under the moon or when affected by the squig lure spell. They can also then get the +1 to wound from the Mangler Bosses Command Ability so 4s and 2s.
Overall i love those little bundles of joy! I would still take hoppers and bounders over them in my own list though.
Oh and with the hand of gork spell they have a 47.8%. chance to make the charge unless there is a way to give them a +1 bonus to charge.
Not forgetting the ease of buffing them. A loonboss on giant squig can give them +3 movement and the advance and charge can make them a very fast battle line unit. Move 8 plus a rerollable d6 plus rerollable charge can surprise alot of people.
- 1
-
15 minutes ago, Lucio said:
Waiting for the book to confirm, but my gut instinct says large units are a waste if your oppoenent has any shooting unless you can shore up that bravery, and spending a CP a turn for that reason is a tough call to make.
My gut instinct is to field lots of 5 squig, 1 herder units, more likely to simply get wiped out rather than flee
Otherwise your Squigs will eat your army as they flee.
Interesting. I'm not too fussed on the bravery issue as my goal would be to hand of gork them into my opponents backline or flank where the mortals won't affect me as much. Plus squig hoppers and friends will be a more pressing issue.
-
What does everyone think of squigs with the buffs they have received? Double the attacks and handler meat shields for the cost of d3 damage. All for the same cost as before. 4 handlers and 20 squigs for 280pts could be quite a good little unit
-
How many squigs is too many squigs?
-
Where are you getting the info about rockguts?
-
I'm looking forward to seeing what type of buffs/formations we shall be getting as I'm expecting it to be similiar to the beasts of chaos style book that had 3 types of army using the same models. Formations and character buffs are going to make a big difference to how I run my little gobbos.
Currently have around 160 goblins 6 rivers troggoth and about 10 characters to fit in. I just hope they keep warboss weapon options that aren't available anymore in the warscroll like hand weapon and shield and 2 hand weapons.
-
Reiknor to me is more of an aggressive leader. He should go for tougher units to use the mortal wound potential to better effect and he has a very subtle but powerful ability that not many have. His deal a mortal wound to a model in 12" means he can kill a dude that is keeping a unit daisy chained and effectively can a good chunk of a unit quite easily. Not too shabby for 180pts
-
The biggest drawback to the mortis engine is how terrible it is in a death vs death match. With how popular death has become that's quite the hindrance as the bonus to casting and healing effects all death friend or foe.
- 1
-
The morghasts already get the -1 so its -2 to be near them plus banners and so forth. Personally i love the idea but think it wont work well enough. It forces certain units into the army to make use of the rebuff but it doesn't have enough ouch or staying power to make full use of it.
However I'd say a unit of crypt flayers could be a good shout in that type of list due to being cheapish and hitting well enough but each guy has a mini terrorghiest scream as well as being fast. Having the black knights supported by them could be vicious against standard bravery units.
AoS 2 - Gloomspite Gitz Discussion
in Destruction
Posted
I may upgrade one unit of hoppers to knights and drop the spell for a command point then. The hoppers are a valuable alpha strike unit. Though command point heavy I can fairly reliably first turn charge them. 2cp for 9 + 3d6 rerolling the move distance then a charge on top of that is very good not to use.